Zeke Foppa
Zeke Foppa
7a9811821780a3d50fb11334b4b0c8fc505db0a5 - more granular locking in the server's terrain data structures, so everything doesn't entirely lag out on big computations like generating trees.
Lagspikes still happen when multiple trees are in the works?
Duplicate of #151. Lagspikes still happen when something (e.g. tree generation) is holding onto the SVO lock, but other things try to touch it (e.g. for raycasting). #143 will make...
Out of curiosity, does it work if you `cargo update`?
Really I should've updated the required version to be `collision >= 0.10.1`. It looks like you don't have libnanomsg installed? Maybe I can make it easier to install all the...
Ah it looks like nanomsg is kind of required. Dependency installation is also pretty platform-specific so I don't think this repo is the right place for it.
I'm working on this on the [chunkless](https://github.com/bfops/playform/tree/chunkless) branch.
Load/unload state is tracked per-edge instead of per-chunk. Loading is noticeably slower. The client `SurroundingsLoader` is still working on chunks, which might be part of the reason.
Load speed improved.
The mesh seams are bigger in this branch